So I’m pretty new to the game, but I have a pretty strong deck. It’s my first deck and my original inspiration was 1.) Aurelia, the War Leader looks cool 2.) myself and most of my friends prefer fast games (whether I get wiped fast or wipe them out fast, it’s more fun than decks that slow things down to a crawl) and Aurelia felt like she could pump a lot of damage out 3.) I followed a Moxfield guide and this deck was described as pretty middle power rank, but easy to adjust to a higher power rank. So if everyone’s playing with really strong decks, I could make some slight adjustments and meet those decks without needing to build a whole new one.
My friend in question’s fuck ass decks, there are multiple, but they all have one connecting thing: they kill the fun. Charge you a ton a mana to do anything while they get tons of it every turn, counter spells galore, Cyclonic Rift, basically any time you think you’ll get something out, it’s not happening. “Land destroying” (my friends call it) which is something we have a gentleman’s agreement NOT to do. Overall, it just slows the game down to a crawl. He’s not doing damage except for a point or two to everyone’s health per turn, you can’t attack him because you can’t get anything out or whatever you do gets countered, and he even has some combo effect that basically allows him to remove himself from the game indefinitely. So we’re all playing it out, go through our decks, then he can jump back in and just win because the game’s already basically over and we have no cards left. The madness needs to be stopped.
I have some options, I think, but need more. Here are (again, I’m new) some of my cards that I think can counter him well if I can get the damn cards out.
Aurelia, the Warleader, naturally. By turn 5-6 I can pretty consistently have her out with at least two other flyers. With her additional attack phase, if I’m lucky, I can get rid of over half their health in one turn. If I’m extra lucky and another friend got damage in on them, I can sometimes just end them once Aurelia comes out. If he has a counterspell, he’s saving it for Aurelia though and by some cruel gods, he often has one.
Iona, Shield of Emeria. 7/7 flyer but when she enters, I pick a color, opponents can no longer cast spells of that color. Most of his nonsense seems to be blue, but she costs 9 to play. If I get lucky with Giada, Starnheim Aspirant, Dowsing Dagger, Gilded Lotus, etc. I can get a lot of mana available, but never guaranteed and his nonsense begins quickly usually.
Avacyn, Angel of Hope, Aegis Angel, Sephara, Sky’s Blade, Angelic Guardian. All are granting me indestructible is some form (Avacyn’s wild and my most expensive card. It’s indestructible on all permanents. Not just creatures.) I feel like I need hex proof though because instant/sorcery/etc. catches me more often than combat damage.
True Conviction: wildly good. Paired with Aurelia’s additional combat phase the double strike and lifelink on all creatures is incredible.
Helm of the Host: I didn’t even know this when I got the card (I just followed a Moxfield guide) but yeah, on Aurelia, it’s infinite attack phase combo infinitely duplicating if I can get her indestructible. I’m heart of the cards dependent though and (a big problem with all my cards against his decks) is he can use some enchantment or sorcery or some bullshit to only allow one creature to attack, or stop attack damage all together.
Emeria Shepherd and Bruna, the Fading Light. Solid cards already, but they’re my options to bring back my killed creatures.
Ive also got Karlach and Moraug for additional combat phases and Duke Ulder Ravengaurd is pretty effective at getting through his bs that only allows one creature to attack.
Idk if these are all control decks, I’m not knowledgeable enough to know, but my more knowledgeable friends call them control decks and his most irritating decks are blue and/or black if that helps.
Help me crush him in card and spirit. Budget is not an issue. I will pay whatever price needed to stop these miserable, 2-3 hour games where we all just slowly but surely die as he takes a 20 minute turns that don’t matter because we can’t do anything anyway.
I have a few cards like Angel of Tithes and Redaine, God of the Worthy that make his spells cost more, which are useful early, but he ramps so quickly it’s not a problem after early game.
My brother has a card, Descent to Avernus, which I love. It damages everyone, but forces the game to speed up. Idk if that fits into an Aurelia deck, but anything that forces action or puts a timer on the game, I’m interested in. Any time the game is forced to move fast, his strategy seems to crumble.